koth_onest

KotH koth_onest h9

Jun 28, 2019
75
12
koth_onest_e50000.jpg

koth_onest_e50001.jpg

Gaps between RED spawndoor that Sniper may use toward theirs advantage.
koth_onest_e50006.jpg

Can see through the underside of the stairs probably because these stairs are props and were never meant to be seen with its underside.
koth_onest_e50003.jpg

koth_onest_e50004.jpg
koth_onest_e50005.jpg

Clip these stairs on both sides
koth_onest_e50008.jpg
koth_onest_e50009.jpg

koth_onest_e50020.jpg
koth_onest_e50018.jpg
koth_onest_e50019.jpg
koth_onest_e50016.jpg
koth_onest_e50015.jpg

Numerous brushes stick out.
koth_onest_e50012.jpg
koth_onest_e50013.jpg
koth_onest_e50014.jpg

This brush sticking out at BLU Spawn allows Demomen, Soldier and possibly Engineers and Scouts to get up there an into BLU Spawn.
koth_onest_e50010.jpg

On both sides, one resupply locker is going through the spawn room walls.
koth_onest_e50017.jpg

koth_onest_e50036.jpg

Close this gap at BLU Spawn on the third floor and fourth floor respectively.
koth_onest_e50025.jpg

Can see the no entry texture even though I'm on the team.

The console is spouting out this error message due to this:
func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'FUCKING BLUE'

koth_onest_e50028.jpg
koth_onest_e50029.jpg
koth_onest_e50027.jpg
koth_onest_e50026.jpg

Floating pillars.
koth_onest_e50002.jpg

Take this with a grain of salt, but I feel like this Sniper area draws away attention from the battle for the point but then again I have doubts that either team will notice the upper floors. I also noticed that only RED could escape through the sniper windows into the dark no man's land / neutral area while BLU can't.

Do take my feedback with a grain of salt, as I'm not accomplished mapper. Despite this I still like how you extended the respawnrooms to the Fourth Floor.

thx dude, but as I stated "WE DO NOT TALK ABOUT THE FOURTH FLOOR", I'll give you a pass tho, enjoy the map, also the "Fourth floor" is for 1v1 sniper's also, somebody said "ceiling to too high" so I fixed that, I have a crazy idea or next update, but we will see :wink:
 
Jun 28, 2019
75
12
koth_onest_e50000.jpg

koth_onest_e50001.jpg

Gaps between RED spawndoor that Sniper may use toward theirs advantage.
koth_onest_e50006.jpg

Can see through the underside of the stairs probably because these stairs are props and were never meant to be seen with its underside.
koth_onest_e50003.jpg

koth_onest_e50004.jpg
koth_onest_e50005.jpg

Clip these stairs on both sides
koth_onest_e50008.jpg
koth_onest_e50009.jpg

koth_onest_e50020.jpg
koth_onest_e50018.jpg
koth_onest_e50019.jpg
koth_onest_e50016.jpg
koth_onest_e50015.jpg

Numerous brushes stick out.
koth_onest_e50012.jpg
koth_onest_e50013.jpg
koth_onest_e50014.jpg

This brush sticking out at BLU Spawn allows Demomen, Soldier and possibly Engineers and Scouts to get up there an into BLU Spawn.
koth_onest_e50010.jpg

On both sides, one resupply locker is going through the spawn room walls.
koth_onest_e50017.jpg

koth_onest_e50036.jpg

Close this gap at BLU Spawn on the third floor and fourth floor respectively.
koth_onest_e50025.jpg

Can see the no entry texture even though I'm on the team.

The console is spouting out this error message due to this:
func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'FUCKING BLUE'

koth_onest_e50028.jpg
koth_onest_e50029.jpg
koth_onest_e50027.jpg
koth_onest_e50026.jpg

Floating pillars.
koth_onest_e50002.jpg

Take this with a grain of salt, but I feel like this Sniper area draws away attention from the battle for the point but then again I have doubts that either team will notice the upper floors. I also noticed that only RED could escape through the sniper windows into the dark no man's land / neutral area while BLU can't.

Do take my feedback with a grain of salt, as I'm not accomplished mapper. Despite this I still like how you extended the respawnrooms to the Fourth Floor.

Oh shrek, i just learned that pressing on the "Spoiler" button unleashes the shit ton of bs and mistakes I made, thx for pointing all of them out, the although i think that the 4th floor is just a floor where I'll put all the easter eggs and memes I want, thx in the next update I'll make sure everything you showed me is fixed (hopefully) thx for the feedback tho.
 

⁽ᴵᴰᴳ⁾CaptainRussia94

L2: Junior Member
Nov 26, 2018
91
75
After looking at those screenshots, oh boy. Off grid things annoy me to no end.

I'm not the best mapper either but, you can use the [ and ] keys to size your grid down and up respectively, it's VERY useful and saves you the pain of trying to get everything to line up on a very tiny grid.
 
Jun 28, 2019
75
12
I started using skyboxing and light_environment, the maps looks much better than it's perivous versions, please dont trust teleporters on this map, they are completly evil, well some of them are, Enjoy the map!
(note : no major changes to gameplay other than a death pit far from reach at the roof, only soldier and demoman and maybe scout and engineer can reach it, but they will immediately die upon contact with the invisable death trigger on the roof, also 4th floor access has been shut, due to "maintenance", try to go there will result in instant death.)

Read the rest of this update entry...
 
Jun 28, 2019
75
12
After looking at those screenshots, oh boy. Off grid things annoy me to no end.

I'm not the best mapper either but, you can use the [ and ] keys to size your grid down and up respectively, it's VERY useful and saves you the pain of trying to get everything to line up on a very tiny grid.
Don't worry CaptainRussia94 (cool name btw), i will learn from my mistakes, in the next map i will keep things at 32 clip to grid, and i won't have things off the grid in my next maps, Thanks for the feedback! CaptainRussia94, See you later Comrade.
 
Jun 28, 2019
75
12
the "h" in the name stands for Halloween! that's right! Halloween production is starting, i hope this turns out fine, also in the back of my head i am thinking i should do one for christmas/xmas? but i will leave that till november. Enjoy the map!
(notes: made the map a bit darker, fixed some minor skybox stuff, fixed some brushes sticking out, future updates would hopefully replace the rectangluar walls to actual props that look nice)

Read the rest of this update entry...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
We played koth_onest_h3 on an unofficial server today since the main servers were down. Because it was an unofficial server, there was no feedback plugin, so I wrote my feedback in a text file. Here it is in full:
koth_onest_h3
-Why do the teleporters lead into a death trigger
-No seriously, what the heck is the point of the teleporters
-Just delete the teleporters, they're less than useless, they're annoying
-The spawns are dark as fuck, please add actual lighting to it so I can see what's happening
-Please put a func_respawnroom in spawn, I'd like to be able to change class without waiting 8 seconds for respawn
-In fact, the entire map is super dark; at one point I couldn't see a pyro right in my face. Please brighten up the entire map and run around it in thirdperson to ensure that at all times, you can identify your own team and class. Rule of thumb: if there is anywhere on the map where you can't easily identify a player's team and class, you need to brighten it up
-The main ramp onto the point is a pain to walk onto
-Do you have snap to grid disabled, or are you working on a grid size of 1? Either way, it is very noticeable that no brush lines up with any other brush. Please use snap to grid and use it properly
-Why is there a dedicated sniper lane. Why does the map need a dedicated sniper lane. This does nothing to improve the map and instead completely isolates snipers from the rest of the fight. Why
-The map is just a box with stuff in it. Boxes with stuff don't make for good maps, I highly advise you try and make an actual layout.
-Soldiers and scouts completely dominate everything except the CP because they can get above everybody and stand on all the walls. That's not good. Another reason to design an actual layout instead of a box with stuff
 

vanSulli

L2: Junior Member
Jul 31, 2015
55
27
The map was incredibly dark (much darker than in your screenshots) when we played it. The teleporter traps could be killed and would not respawn (and why did they exist? They looked like regular engine teleporters but they killed you).